Personality and shop
Music, ambience, time, weather and sign looks for a plot, and the shop that sells looks and patterns.
Personality
/plot feel <kind> [choice] sets what a plot sounds and looks like to the players standing in it; the world's own
time, weather and sound go on unchanged. catalogues/personality.conf offers:
| Kind | Shipped |
|---|---|
music | cat, blocks, far, cave (ambient cave, looped every 13 s), pigstep (uxmplots.music.pigstep), otherside (16 diamonds) |
ambience | fireflies, ash, snow, sparkle, hearts (8 diamonds) |
time | dawn, noon, dusk, midnight |
weather | clear, rain, storm |
hologram | billboard (8 diamonds), plain, far (12 diamonds): how the plot sign is drawn |
Each entry has a value, a word, an icon, and optionally a permission and a price. personality in
config.conf: ambience-particles (3 per player per pass) and sign-radius-plots (2: the plot and its ring).
The shop
/plot shop opens the shop. catalogues/shop.conf prices the faces a world offers:
| Kind | Shipped |
|---|---|
floor | gold-veined, 24 diamonds, or uxmplots.floor.gold-veined |
wall | banded, 12 diamonds |
border | quartz, 12 diamonds |
ground | stone, 8 diamonds |
tag | nothing: a badge is sold only when tags.conf gates it |
Each entry: word, icon, permission (grants it free) and price (currency, amount). The name must match the
world file's. A node and a price are two roads to one thing: write both and a rank gets it free while everybody else
buys it. Something bought is bought once and used on every plot the player will ever hold, for good.
/plot buy <kind> <entry> buys without the window; /plot owned lists what you have.
Related: catalogues, Levels
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